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26 | - (arch) remove curse now works more liek idnetify in that it uncurses |
26 | - (arch) remove curse now works more liek idnetify in that it uncurses |
27 | some items. also, no longer uncurses spells or other invisibles. |
27 | some items. also, no longer uncurses spells or other invisibles. |
28 | - (arch) remove curse and identify now treta the marked tiem first. |
28 | - (arch) remove curse and identify now treta the marked tiem first. |
29 | - creators no longer identify objects that shouldn't be identified |
29 | - creators no longer identify objects that shouldn't be identified |
30 | (such as money, which won't stack afterwards). |
30 | (such as money, which won't stack afterwards). |
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31 | - (maps) the shady rogue in goths can unapply cursed items for you. |
31 | - use same default config in code as on gameserver.deliantra.net. |
32 | - use same default config in code as on gameserver.deliantra.net. |
32 | - Pod::POM 0.26 and higher actually interpret =encoding, which broke |
33 | - Pod::POM 0.26 and higher actually interpret =encoding, which broke |
33 | our parser. |
34 | our parser. |
34 | - applying a glowing crystal now gives status messages. |
35 | - applying a glowing crystal now gives status messages. |
35 | - fix a memleak in the random map generator. |
36 | - fix a memleak in the random map generator. |
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38 | also, improve the quality of the mazes (no longer will the edges |
39 | also, improve the quality of the mazes (no longer will the edges |
39 | almost always form a passage) and add two new types - "rooms" |
40 | almost always form a passage) and add two new types - "rooms" |
40 | and "braided". |
41 | and "braided". |
41 | - (random maps) add new "cave" layout, which is much more ... |
42 | - (random maps) add new "cave" layout, which is much more ... |
42 | cave-like. |
43 | cave-like. |
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44 | - (random maps) new layout style "castle" that generates straighish, |
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45 | rogue-ish maps. |
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46 | - (random maps) new layout style "multiple" that simply mixes multiple |
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47 | different styles in different areas. |
43 | - roguelike maps sometimes had dead ends due to symmetry settings. |
48 | - roguelike maps sometimes had dead ends due to symmetry settings. |
44 | - rewrite layout management in the random map generator from the |
49 | - rewrite layout management in the random map generator from the |
45 | ground up. |
50 | ground up. |
46 | - fix bug in tausworthe rng initialisation. |
51 | - fix bug in tausworthe rng initialisation. |
47 | - switched to the faster and hopefully better quality gfsr{24,55} random |
52 | - switched to the faster and hopefully better quality gfsr{24,55} random |